Keyleth/Player Guide: Difference between revisions

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Updated guide to match character sheet exactly - removed inaccurate information, added missing abilities
Updated to new tabular format for easier reference during gameplay
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== Overview ==
== Overview ==
'''Role in the Party:''' Ranged Damage Dealer, Mobile Striker, Battlefield Controller
'''Core Strengths:'''
* Highest consistent ranged damage (Hunter's Mark + Extra Attack + Gathered Swarm)
* Incredible mobility (45 ft speed walking/climbing/swimming, 10 ft flying)
* Battlefield control via Gathered Swarm (move enemies or self)
* Best survivalist and tracker (Survival +9 expertise)
* Excellent stealth capabilities (Stealth +7)
* Strong elemental resistance (fire and poison)


'''Core Stats:'''
'''Core Stats:'''
* '''AC:''' 18 (Light Armor, Medium Armor, Shields)
* '''AC:''' 18 (Dragon Scale Mail + Shield)
* '''HP:''' 67 (Max)
* '''HP:''' 67 (Max) - Above average
* '''Speed:''' 45 ft. (Walking), 45 ft. (Climbing), 45 ft. (Swimming)
* '''Speed:''' 45 ft (walking/climbing/swimming), 10 ft flying (with Writhing Tide)
* '''Initiative:''' +4
* '''Initiative:''' +4 (+Advantage 1/LR from Talons of Veylan)
* '''Proficiency Bonus:''' +3
* '''Proficiency Bonus:''' +3


Line 18: Line 28:
'''Saving Throws:'''
'''Saving Throws:'''
* Strength: +6
* Strength: +6
* Dexterity: +7 (Advantage Made to avoid or end the Charmed condition; Advantage against the poisoned condition)
* Dexterity: +7 (Advantage vs charm, Advantage vs poison)
* Constitution: +3
* Constitution: +3
* Intelligence: +2
* Intelligence: +2
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== COMBAT - What Can I Do On My Turn? ==
== COMBAT - What Can I Do On My Turn? ==


=== Basic Actions ===
=== Weapon Attacks ===
* '''Attack, Cast a Spell, Dash, Disengage, Dodge, Help, Hide, Ready, Search, Utilize, Opportunity Attack, Grapple, Shove, Improvise'''
 
{| class="wikitable"
! Weapon !! Attack Bonus !! Avg Damage (No Hunter's Mark) !! Avg Damage (With Hunter's Mark) !! Damage Roll !! Damage Type !! Range !! Properties
|-
| '''Longbow, +1''' || +10 || 12 || 15 || 1d8+7 piercing (+1d6 Hunter's Mark) || Piercing || 150/600 ft || Ammunition, Heavy, Two-Handed, Slow
|-
| '''Shortsword, +1''' || +8 || 9 || 12 || 1d6+5 piercing (+1d6 Hunter's Mark) || Piercing || Melee || Finesse, Light, Vex
|-
| '''Wyrmreaver (Longsword)''' || +7 || 8 + 4 || 11 + 4 || 1d8+4 slashing + 1d6 radiant (+1d6 Hunter's Mark) || Slashing/Radiant || Melee || Versatile, Sap (1 charge, +3d6 radiant)
|}
 
'''Attack Bonus Breakdown (Longbow):'''
* +4 DEX modifier
* +3 Proficiency bonus
* +1 Magic weapon bonus
* +2 Archery Fighting Style bonus
* = +10 total
 
'''Damage Bonus Breakdown (Longbow):'''
* +4 DEX modifier
* +1 Magic weapon bonus
* +2 Bracers of Archery
* = +7 total
 
=== Hunter's Mark (Your Sustained Damage Engine) ===
 
'''Hunter's Mark:''' Always prepared, can cast 3 times per Long Rest WITHOUT spending a spell slot


=== Weapon Attacks ===
{| class="wikitable"
* '''Longbow, +1:''' +10 to hit, 1d8+7 piercing (Martial, Ammunition, Heavy, Range, Two-Handed, Slow, Range (150/600))
! Feature !! Effect !! Resource Cost !! Duration !! When to Use
* '''Shortsword, +1:''' +8 to hit, 1d6+5 piercing (Martial, Finesse, Light, Vex)
|-
* '''Shortsword, +1:''' +8 to hit, 1d6+5 piercing (Martial, Finesse, Light, Vex)
| '''Hunter's Mark (Free)''' || Mark creature, deal +1d6 damage per hit || 3/Long Rest (no spell slot) || 1 hour (concentration) || Start of combat on priority target
* '''Wyrmreaver:''' +7 to hit, 1d8+4 slashing (+1d6 Radiant, +3d6 Radiant, 1 Charge, Martial, Versatile, Sap)
|-
* '''Thorn Whip:''' +6 to hit, 2d6 piercing (V/S/M)
| '''Hunter's Mark (Spell Slot)''' || Same effect, but uses spell slot || 1st-level spell slot || 1 hour (concentration) || Extended adventuring day (4th+ combat)
* '''Unarmed Strike:''' +6 to hit, 4 bludgeoning
|-
| '''Move Hunter's Mark''' || Move mark to new target as bonus action || No additional cost || - || When marked target dies
|}
 
'''Expected Damage with Hunter's Mark Active:'''
* Turn 1: Bonus action Hunter's Mark + 1 attack = 1d8+7 + 1d6 + 1d6 (Gathered Swarm) = ~19 damage
* Subsequent turns: 2 attacks = (1d8+7 + 1d6) × 2 + 1d6 (Gathered Swarm) = ~34 damage per turn
 
=== Gathered Swarm (YOUR SIGNATURE ABILITY) ===
 
'''Gathered Swarm:''' Once per turn, after you hit with an attack, choose ONE of the following:
 
{| class="wikitable"
! Option !! Effect !! Save DC !! When to Use
|-
| '''Damage''' || Deal extra 1d6 piercing damage || None || Maximum damage (boss fights)
|-
| '''Push/Pull Enemy''' || Move target up to 15 ft horizontally || STR save DC 14 || Battlefield control, environmental hazards
|-
| '''Move Self''' || Move yourself 5 ft horizontally || None || Reposition without provoking opportunity attacks
|}


=== Special Combat Abilities ===
'''Tactical Notes:'''
* Triggers AFTER you hit, so you know the attack landed
* Once per turn, but triggers on ANY attack (including opportunity attacks)
* Can't knock prone until level 11
* Movement is horizontal only (can't lift or drop creatures)


'''Gathered Swarm (CORE CLASS FEATURE):'''
=== Offensive Abilities ===
Once on each of your turns, you can cause the swarm to assist you in one of following ways, immediately after you hit a creature with an attack:
* The attack's target takes '''1d6 piercing damage''' from the swarm.
* The attack's target must succeed on a '''STR saving throw (DC-14)''' or be '''moved by the swarm up to 15 ft''' horizontally in a direction of your choice. [11th] also knocks the creature prone.
* You are '''moved by the swarm 5 ft''' horizontally in a direction of your choice. [11th] also gives you half cover until the start of your next turn.


'''Hunter's Mark (Bonus Action, 3/Long Rest):'''
{| class="wikitable"
* You always have '''Hunter's Mark''' prepared and can cast it without expending a spell slot 3 times per Long Rest.
! Ability !! Effect !! Resource Cost !! When to Use
* Mark a creature; deal extra '''1d6 damage''' when you hit with attack.
|-
* As bonus action, gain flying speed of 10 ft and can hover.
| '''Hunter's Mark''' || +1d6 damage per hit for 1 hour || 3/Long Rest (free) || Every combat
* Effect lasts for 1 minute or until you use this feature again.
|-
| '''Extra Attack''' || Attack twice when you take Attack action || Always active || Every turn - don't forget!
|-
| '''Gathered Swarm: Damage''' || +1d6 piercing damage once per turn || Always available || Boss fights, high HP enemies
|-
| '''Archery Fighting Style''' || +2 to ranged attack rolls || Always active || Already included in +10 to hit
|-
| '''Bracers of Archery''' || +2 to ranged damage rolls || Always active || Already included in damage
|-
| '''Wyrmreaver Charge''' || +3d6 radiant damage with longsword || 1 charge (1 remaining) || Emergency melee damage
|}


'''Writhing Tide (Bonus Action, 3/Long Rest):'''
=== Offensive Spells (By Category) ===
* As bonus action, gain flying speed of 10 ft and can hover.
* Effect lasts for 1 minute or until you use this feature again.


'''Extra Attack:'''
'''Damage Spells:'''
* When you take the Attack action, you can attack '''twice''' instead of once.
{| class="wikitable"
! Spell !! Level !! Casting Time !! Target/Range !! Damage/Effect !! Save/Attack !! Concentration !! When to Use
|-
| '''Thorn Whip''' || Cantrip || 1 Action || 30 ft || 2d6 piercing, pull 10 ft || Attack +6 || No || Pull enemy into hazard
|-
| '''Hail of Thorns''' || 1st || 1 Bonus Action || Self → 5 ft around target || Hit + 1d10 piercing to nearby || DEX 14 || No || AOE damage when enemies grouped
|-
| '''Ensnaring Strike''' || 1st || 1 Bonus Action || Self → next attack || Hit + restrain target || STR 14 || Yes (1 min) || Lock down enemy
|-
| '''Zephyr Strike''' || 1st || 1 Bonus Action || Self || Advantage on attack, +1d8 damage, no opportunity attacks || None || Yes (1 min) || Mobility + damage boost
|-
| '''Absorb Elements''' || 1st || 1 Reaction || Self || Resistance to element, +1d6 damage next hit || None || 1 round || React to elemental damage
|}


'''Fighting Style - Archery:'''
'''Control/Debuff Spells:'''
* You gain '''+ 2 bonus''' to attack rolls with '''Ranged weapons'''.
{| class="wikitable"
! Spell !! Level !! Casting Time !! Target/Range !! Effect !! Save !! Concentration !! When to Use
|-
| '''Faerie Fire''' || 1st (Always Prepared) || 1 Action || 60 ft / 20 ft cube || Creatures glow, attacks vs them have advantage || DEX 14 || Yes (1 min) || Make party attacks easier
|-
| '''Ensnaring Strike''' || 1st || 1 Bonus Action || Next attack || Restrain target || STR 14 || Yes (1 min) || Lock down melee threat
|-
| '''Web''' || 2nd (Always Prepared) || 1 Action || 60 ft / 20 ft cube || Restrain creatures in area || DEX 14 || Yes (1 hour) || Control multiple enemies
|}


=== Cantrips (At Will) ===
'''Support/Healing Spells:'''
* '''Thorn Whip:''' +6 to hit, 2d6 piercing (Magic Initiate (Druid), 1A, 30 ft, V,S,M, instantaneous) PHB-2024 333 (V/S/M)
{| class="wikitable"
* '''Mold Earth:''' Shape earth (Magic Initiate (Druid), 1A, 30 ft/5 ft Cube, S, instantaneous) EE 162 (5 ft Cube, S)
! Spell !! Level !! Casting Time !! Target !! Effect !! When to Use
* '''Druidcraft:''' Minor druid magic (Magic Initiate (Druid), 1A, 30 ft, V,S, instantaneous) PHB-2024 266 (V/S)
|-
* '''Mage Hand:''' Spectral hand (Swarmkeeper Magic (Always Prepared), 1A, 30 ft, V,S, 1 minute) PHB-2024 293 (D: 1m, V/S)
| '''Healing Spirit''' || 2nd || 1 Bonus Action || 60 ft / 5 ft cube || Creatures entering heal 1d6 || Out-of-combat group healing
|-
| '''Magic Weapon''' || 2nd || 1 Bonus Action || Touch || +1 to attack and damage for 1 hour || Buff ally's weapon
|}


=== Bonus Actions ===
'''Utility Spells:'''
* '''Hunter's Mark (3/Long Rest):''' Mark creature for extra 1d6 damage per hit
{| class="wikitable"
* '''Writhing Tide (3/Long Rest):''' Gain 10 ft flying speed and hover for 1 minute
! Spell !! Level !! Casting Time !! Effect !! Duration !! When to Use
|-
| '''Longstrider''' || 1st (1/LR) || 1 Action || +10 ft speed || 1 hour || Pre-combat buff (already have 45 ft)
|-
| '''Pass without Trace''' || 2nd (1/LR) || 1 Action || +10 Stealth to party (30 ft emanation) || 1 hour || Stealth missions
|-
| '''Speak with Animals''' || 1st (3 uses) || 1 Action || Talk to beasts || 10 minutes || Information gathering
|-
| '''Detect Poison and Disease''' || 1st (1/LR) || 1 Action || Detect toxins in 30 ft || 10 minutes || Dungeon exploration
|-
| '''Find Traps''' || 2nd || 1 Action || Locate traps in 120 ft || Instant || Before opening doors
|}


=== Reactions ===
'''Cantrips:'''
* None listed
{| class="wikitable"
! Cantrip !! Effect !! When to Use
|-
| '''Mage Hand''' || Spectral hand for manipulation || Trigger traps, retrieve objects
|-
| '''Druidcraft''' || Minor druid effects || Weather prediction, ignite/snuff flames
|-
| '''Mold Earth''' || Shape 5 ft cube of earth || Create cover, dig holes
|}


=== Special Features ===
=== Defensive Abilities ===
* '''Favored Enemy:''' Choose type of creature; always have '''Hunter's Mark''' prepared and can cast without spell slot 3 times per Long Rest
* '''Deft Explorer:''' Expertise in one skill proficiency of choice. Speed increases by 10 ft while not wearing Heavy armor. You also have Climb and Swim Speed equal to your speed.
* '''Weapon Mastery:''' Proficient with properties of 3 kinds Simple or Martial weapons of choice. Whenever finish Long Rest, can change one weapon choice.
* '''Fighting Style:''' Archery - +2 to attack rolls with Ranged weapons
* '''Ranger Subclass:''' Swarmkeeper (Trickster of Elf)
** '''Gathered Swarm:''' Once each turn, cause swarm to assist after you hit creature with attack (see above)
** '''Swarmkeeper Magic:''' Learn additional spell of 1st level or higher when reach certain Ranger levels, as shown in Swarmkeeper Spells table
** '''Ability Score Improvement:''' +1 to two ability scores or feat
** '''Roving:''' Speed increases by 10 ft. while aren't wearing Heavy armor. You also have Climb and Swim speed equal to speed.
** '''Writhing Tide:''' As bonus action, flying speed 10 ft, hover - 3/Long Rest, 1 Bonus Action
* '''Elven Lineage:''' Choose lineage from Elven Lineages table. Gain 1 benefit of feat's spells is Intelligence, Wisdom, Charisma (choose when select this feat).
** '''Wood Elf Lineage:''' Your Speed increases to 35 ft and gain spells outlined in Elven Lineages table.
** '''Elven Lineage Spells:''' outlined in Wood Elf
* '''Fey Ancestry:''' Advantage on saving throws to avoid or end Charmed condition
* '''Keen Senses:''' Proficiency in Insight, Perception, or Survival skill
* '''Trance:''' Don't need sleep, and magic can't put you to sleep. Spend those hours in trancelike meditation, during which you retain consciousness.
* '''Two-Weapon Fighting:''' When make extra attack as result of using weapon that has Light property, can add ability modifier to damage of that attack if it hits
* '''Archery:''' Gain +2 bonus to attack rolls with Ranged weapons
* '''Magic Initiate (Druid):''' Two Cantrips. Learn two cantrips of choice from Druid spell list. Int., Wis., or Cha. is spellcasting ability for this feat's spells (choose when you select this feat).
* '''Guide Ability Score Improvements:''' +2 to two scores (+2 WIS / +1 DEX)
* '''Talons of Veylan - Rank 1 - Wyrmwatcher:''' Advantage on Initiative Rolls once per long rest
* '''Talons of Veylan - Rank 2 - Talon Initiate:''' You are resistant to an element after slaying a dragonkin. You can select new element associated with a dragon at long rest after you have spilled the blood of a dragon.


=== Magic Items (Attuned) ===
{| class="wikitable"
* '''Bracers of Archery:''' +2 to attack and damage with bows
! Ability !! Effect !! Resource Cost !! When to Use
* '''Dragon Scale Mail of the Wyrmwood:''' AC bonus, resistance
|-
* '''Wyrmreaver:''' +1d6/+3d6 radiant damage longsword
| '''Gathered Swarm: Move Self''' || Move 5 ft without provoking opportunity attacks || Always available (1/turn) || Escape melee, reposition
|-
| '''Writhing Tide''' || Gain 10 ft flying speed and hover for 1 minute || 3/Long Rest || Reach high places, avoid ground hazards
|-
| '''Dragon Scale Mail''' || AC 18, fire resistance || Always active || Always on
|-
| '''Talon Initiate (Rank 2)''' || Resistance to one dragon element || Long Rest to change || Choose based on expected threats
|-
| '''Absorb Elements''' || Reaction for resistance to element damage || 1st-level spell slot || React to breath weapons, spells
|-
| '''Web''' || Restrain multiple enemies || 2nd-level spell slot || Control battlefield
|-
| '''Advantage on DEX Saves''' || Fey Ancestry + Elf traits || Always active || Fireballs, traps, breath weapons
|}


== Spells ==
=== Bonus Actions ===


=== Cantrips (At Will) ===
{| class="wikitable"
* '''Thorn Whip:''' +6 to hit, 2d6 piercing (Magic Initiate (Druid), 1A, 30 ft, V,S,M, instantaneous) PHB-2024 333 (V/S/M)
! Ability !! Effect !! Resource Cost !! Notes
* '''Mold Earth:''' (Magic Initiate (Druid), 1A, 30 ft/5 ft Cube, S, instantaneous) EE 162 (5 ft Cube, S)
|-
* '''Druidcraft:''' (Magic Initiate (Druid), 1A, 30 ft, V,S, instantaneous) PHB-2024 266 (V/S)
| '''Hunter's Mark''' || Mark creature for +1d6 damage per hit || 3/Long Rest (free) or 1st spell slot || Cast at start of combat
* '''Mage Hand:''' (Swarmkeeper Magic (Always Prepared), 1A, 30 ft, V,S, 1 minute) PHB-2024 293 (D: 1m, V/S)
|-
| '''Move Hunter's Mark''' || Move mark to new creature || None (if already active) || When marked target dies
|-
| '''Writhing Tide''' || Gain 10 ft flying speed and hover for 1 minute || 3/Long Rest || Vertical mobility
|-
| '''Hail of Thorns''' || Next attack deals AOE damage || 1st-level spell slot || When enemies grouped
|-
| '''Ensnaring Strike''' || Next attack restrains target || 1st-level spell slot || Lock down priority target
|-
| '''Zephyr Strike''' || Advantage on attack, +1d8 damage, no opportunity attacks || 1st-level spell slot || Mobility + damage
|-
| '''Healing Spirit''' || Create healing zone || 2nd-level spell slot || Out-of-combat healing
|-
| '''Magic Weapon''' || Grant +1 to attack/damage || 2nd-level spell slot || Buff ally's weapon
|}


=== 1st Level (4 Slots) ===
=== Reactions ===
* '''Ensnaring Strike:''' STR 14, 1BA, Self, V, concentration up to 1 minute - PHB-2024 268 (D: 1m, V)
* '''Hail of Thorns:''' DEX 14, 1BA, Self, V, instantaneous - PHB-2024 283 (V)
* '''Zephyr Strike:''' Movement buff (Ranger, 1BA, Self, V, concentration up to 1 minute) XGIE 171 (D: 1m, V)
* '''Absorb Elements:''' DEX 14, 1R, Self, S, 1 round - Ranger (EE 150, D: 1Rnd, S)
* '''Detect Poison and Disease:''' Detect toxins (Ranger, 1A, Self/30 ft Sphere, V,S,M, concentration up to 10 minutes) PHB-2024 282 (1/LR: (Used), D: 10m, 30 ft Sphere, V/S/M)
* '''Speak with Animals:''' Talk to animals (Ranger, 1A, Self, V,S, 10 minutes) PHB-2024 318 (1 Use (3/3), D: 10m, V/S)
* '''Longstrider:''' Speed boost (Ranger, 1A, Touch, V,S,M, 1 hour) PHB-2024 293 (1/LR: (Used), D: 1h, V/S/M)
* '''Longstrider (Elven Lineage Spells):''' (Elven Lineage Spells, 1A, Touch, V,S,M, 1 hour) PHB-2024 293 (1/LR: (Used), D: 1h, V/S/M)
* '''Faerie Fire:''' DEX 14, 1A, 60 ft/20 ft Cube, V, concentration up to 1 minute - Swarmkeeper Magic (Always Prepared) (PHB-2024 271, D: 1m, 20 ft Cube, V)
* '''Hunter's Mark:''' (Favored Enemy (Always Prepared), 1BA, 90 ft, V, concentration up to 1 hour) PHB-2024 287 (Ext. D: (See Description*); D: 1h, V)


=== 2nd Level (3 Slots) ===
{| class="wikitable"
* '''Healing Spirit:''' Heal over time (Ranger, 1BA, 60 ft/5 ft Cube, V,S, concentration up to 1 minute) XGIE 157 (D: 1m, 5 ft Cube, V/S)
! Reaction !! Trigger !! Effect !! Resource Cost !! Range !! Notes
* '''Magic Weapon:''' Buff weapon (Ranger, 1BA, Touch, V,S, concentration up to 1 hour) PHB-2024 296 (D: 1h, V/S)
|-
* '''Find Traps:''' Locate traps (Ranger, 1A, 120 ft, V,S, instantaneous) PHB-2024 273 (V/S)
| '''Opportunity Attack''' || Enemy leaves reach without Disengaging || Make ranged or melee attack || None || 5 ft || Can trigger Gathered Swarm
* '''Pass without Trace:''' +10 Stealth (Ranger, 1A, Self/30 ft, V,S,M, concentration up to 1 hour) PHB-2024 303 (1/LR: (Used), D: 1h, 30 ft Emanation, V/S/M)
|-
* '''Pass without Trace (Elven Lineage Spells):''' (Elven Lineage Spells, 1A, Self/30 ft, V,S,M, concentration up to 1 hour) PHB-2024 303 (1/LR: (Used), D: 1h, 30 ft Emanation, V/S/M)
| '''Absorb Elements''' || You take acid, cold, fire, lightning, or thunder damage || Resistance to that damage type, +1d6 on next melee hit || 1st-level spell slot || Self || Great vs breath weapons
* '''Web:''' DEX 14, 1A, 60 ft/20 ft Cube, V,S,M, concentration up to 1 hour - Swarmkeeper Magic (Always Prepared) (PHB-2024 340, D: 1h, 20 ft Cube, V/S/M)
|}
 
=== Passive Abilities (Always On) ===
 
{| class="wikitable"
! Ability !! Effect !! Notes
|-
| '''Extra Attack''' || Attack twice when you take Attack action || Remember your second attack!
|-
| '''Archery Fighting Style''' || +2 to ranged attack rolls || Included in +10 to hit
|-
| '''Bracers of Archery''' || +2 to ranged attack and damage with bows || Included in stats
|-
| '''Deft Explorer: Roving''' || +10 ft speed, climb and swim speeds equal walking speed || 45 ft walking/climbing/swimming
|-
| '''Deft Explorer: Expertise''' || Expertise in Survival || +9 to Survival
|-
| '''Darkvision''' || See in darkness up to 60 ft || Elf racial
|-
| '''Fey Ancestry''' || Advantage vs charm, immune to magical sleep || Elf racial
|-
| '''Keen Senses''' || Proficiency in Perception || Elf racial
|-
| '''Trance''' || 4 hours meditation instead of 8 hours sleep || Elf racial
|-
| '''Fire Resistance''' || Dragon Scale Mail || Always active
|-
| '''Poison Resistance''' || Talons of Veylan Rank 2 || Always active
|-
| '''Advantage on Initiative (1/LR)''' || Talons of Veylan Rank 1 || Announce before rolling
|}


== SOCIAL SITUATIONS ==
== SOCIAL SITUATIONS ==


=== Skill Bonuses ===
=== Skill Bonuses ===
* '''Acrobatics (DEX):''' +4
 
* '''Animal Handling (WIS):''' +6
{| class="wikitable"
* '''Arcana (INT):''' +2
! Skill !! Bonus !! Notes
* '''Athletics (STR):''' +6
|-
* '''Deception (CHA):''' -1
| '''Survival (WIS)''' || +9 || Expertise - best tracker, forager, navigator
* '''History (INT):''' +2
|-
* '''Insight (WIS):''' +6
| '''Stealth (DEX)''' || +7 || Sneaking, hiding
* '''Intimidation (CHA):''' -1
|-
* '''Investigation (INT):''' +5
| '''Athletics (STR)''' || +6 || Climb, swim, grapple (climb/swim at 45 ft!)
* '''Medicine (WIS):''' +3
|-
* '''Nature (INT):''' +2
| '''Animal Handling (WIS)''' || +6 || Calm animals, control mounts
* '''Perception (WIS):''' +6
|-
* '''Performance (CHA):''' -1
| '''Insight (WIS)''' || +6 || Read intentions, detect lies
* '''Persuasion (CHA):''' -1
|-
* '''Religion (INT):''' +2
| '''Perception (WIS)''' || +6 || Spot hidden things, notice details
* '''Sleight of Hand (DEX):''' +4
|-
* '''Stealth (DEX):''' +7
| '''Investigation (INT)''' || +5 || Find clues, analyze evidence
* '''Survival (WIS):''' +9 (Expertise)
|-
| '''Arcana (INT)''' || +2 || Magic knowledge
|-
| '''History (INT)''' || +2 || Historical knowledge
|-
| '''Medicine (WIS)''' || +3 || Treat wounds, diagnose illness
|}


=== Passive Scores ===
=== Passive Scores ===
* '''Passive Perception:''' 16
* '''Passive Perception:''' 16 (excellent)
* '''Passive Insight:''' 16
* '''Passive Insight:''' 16 (excellent)
* '''Passive Investigation:''' 15
* '''Passive Investigation:''' 15 (good)


=== Senses ===
=== Senses ===
Line 164: Line 301:


=== Social Features ===
=== Social Features ===
* '''Keen Senses:''' Proficiency in Perception or Survival
* '''Speak with Animals:''' Communicate with beasts (3/day)
* '''Speak with Animals:''' Communicate with beasts
* '''Trance:''' Elven meditation (4 hours instead of 8 hours sleep)
* '''Trance:''' Elven meditation instead of sleep
* '''Guide Background:''' Navigation and wilderness expertise
* '''Emerald Enclave Member:''' Authority on nature matters
* '''Talons of Veylan:''' Dragonslayer reputation


=== Languages ===
=== Languages ===
* Abyssal, Common, Draconic, Dwarvish, Elvish
* Common, Elvish, Abyssal, Draconic, Dwarvish


== EXPLORATION ==
== EXPLORATION ==


=== Movement ===
=== Movement & Senses ===
* '''Walking Speed:''' 45 ft (35 ft base + 10 ft from Roving)
* '''Walking Speed:''' 45 ft (35 ft base + 10 ft Roving)
* '''Climbing Speed:''' 45 ft
* '''Climbing Speed:''' 45 ft
* '''Swimming Speed:''' 45 ft
* '''Swimming Speed:''' 45 ft
Line 180: Line 319:
* '''Darkvision:''' 60 ft
* '''Darkvision:''' 60 ft


=== Useful Abilities for Exploration ===
=== Useful Exploration Abilities ===
* '''Deft Explorer:''' Expertise in Survival, increased speed, climb/swim speeds
* '''Survival +9 (Expertise):''' Best tracker, forager, and navigator in party
* '''Roving:''' +10 ft speed, climb and swim equal to walking speed
* '''Pass without Trace:''' +10 Stealth to entire party (30 ft emanation, 1 hour, 1/LR)
* '''Pass without Trace:''' +10 to Stealth for party (concentration)
* '''Speak with Animals:''' Gather information from beasts (3 uses)
* '''Speak with Animals:''' Gather information from beasts
* '''Detect Poison and Disease:''' Identify hazards (1/LR)
* '''Detect Poison and Disease:''' Identify hazards
* '''Find Traps:''' Locate traps before triggering them
* '''Find Traps:''' Locate traps
* '''Longstrider:''' +10 ft speed boost (55 ft total, 1/LR)
* '''Wood Elf Lineage:''' 35 ft base speed
* '''Trance:''' Only need 4 hours rest instead of 8
* '''Trance:''' Only need 4 hours rest instead of 8
* '''Mask of the Wild:''' No mentioned in this sheet
* '''Climbing/Swimming:''' 45 ft speed for both - exceptional mobility
* '''Writhing Tide:''' 10 ft flying for 1 minute (3/LR)


=== Tools ===
=== Tools ===
* '''Cartographer's Tools:''' Create maps
* '''Cartographer's Tools:''' Create accurate maps


== RESOURCE MANAGEMENT ==
== RESOURCE MANAGEMENT ==


{| class="wikitable"
{| class="wikitable"
! Resource !! Total !! Recharges
! Resource !! Total !! Recharges !! Current Status
|-
|-
| '''Hit Dice''' || 7d10 || Long Rest
| '''Hit Dice (d10)''' || 7 || Long Rest || Track usage
|-
|-
| '''Hunter's Mark (Free)''' || 3 uses || Long Rest
| '''Hunter's Mark (Free)''' || 3 uses || Long Rest || Cast without spell slot
|-
|-
| '''Gathered Swarm''' || 1/turn (always available) || -
| '''Gathered Swarm''' || Once per turn || Always available || Choose damage, push, or move self
|-
|-
| '''Writhing Tide''' || 3 uses || Long Rest
| '''Extra Attack''' || Always active || - || Attack twice per turn
|-
|-
| '''Spell Slots (1st)''' || 4 || Long Rest
| '''Writhing Tide''' || 3 uses || Long Rest || Flying 10 ft for 1 minute
|-
|-
| '''Spell Slots (2nd)''' || 3 || Long Rest
| '''Spell Slots (1st-level)''' || 4 || Long Rest || Ensnaring Strike, Zephyr Strike, etc.
|-
|-
| '''Extra Attack''' || Always Available || -
| '''Spell Slots (2nd-level)''' || 3 || Long Rest || Healing Spirit, Web, etc.
|-
|-
| '''Talons of Veylan - Wyrmwatcher''' || 1 use || Long Rest
| '''Longstrider (Elven Lineage)''' || 1 use || Long Rest || +10 ft speed
|-
|-
| '''Longstrider (Elven Lineage)''' || 1 use || Long Rest
| '''Pass without Trace (Elven Lineage)''' || 1 use || Long Rest || +10 Stealth to party
|-
|-
| '''Pass without Trace (Elven Lineage)''' || 1 use || Long Rest
| '''Speak with Animals''' || 3 uses || Unknown || Talk to beasts
|-
|-
| '''Speak with Animals''' || 3 uses || Unknown
| '''Detect Poison and Disease''' || 1 use || Long Rest || Identify toxins
|-
|-
| '''Detect Poison and Disease''' || 1 use || Long Rest
| '''Talons of Veylan: Advantage on Initiative''' || 1 use || Long Rest || Declare before rolling
|-
|-
| '''Bracers of Archery''' || Always Active (+2 attack/damage) || -
| '''Wyrmreaver Charges''' || 1 charge remaining || Unknown || +3d6 radiant damage
|-
|-
| '''Dragon Scale Mail''' || Always Active || -
| '''Dragon Scale Mail''' || Always active || - || AC 18, fire resistance
|-
|-
| '''Wyrmreaver Charges''' || 1 charge remaining || Unknown
| '''Bracers of Archery''' || Always active || - || +2 attack and damage with bows
|}
|}
== COMMON TACTICS ==
=== Opening Combat (Turn 1) ===
'''Standard Opening Sequence:'''
1. '''Bonus Action:''' Cast Hunter's Mark (free, 3/LR) on priority target
2. '''Movement:''' Position at optimal range (60-150 ft for longbow)
3. '''Action:''' Attack ONCE with Longbow +1 (save Extra Attack for turn 2+)
4. '''After Hit:''' Use Gathered Swarm for +1d6 damage
5. '''Damage Turn 1:''' 1d8+7 + 1d6 (Hunter's Mark) + 1d6 (Gathered Swarm) = ~19 damage
'''Why Only One Attack Turn 1?'''
* Hunter's Mark takes your bonus action
* You don't have Extra Attack as a bonus action
* Turn 2+ you attack twice per turn
'''Alternative Opening (Control):'''
1. '''Action:''' Cast Faerie Fire (all attacks vs targets have advantage)
2. '''Turn 2:''' Bonus action Hunter's Mark + attack twice with advantage
3. '''Use When:''' Party needs advantage, multiple enemies
=== During Combat - Ranged Damage Dealer ===
'''Your Job: Consistent Damage from Range'''
1. '''Attack Twice Per Turn (Extra Attack):'''
  * Attack 1: 1d8+7 + 1d6 (Hunter's Mark) = ~15 damage
  * Attack 2: 1d8+7 + 1d6 (Hunter's Mark) = ~15 damage
  * After hitting: Gathered Swarm +1d6 = ~4 damage
  * **Total: ~34 damage per turn**
2. '''Position Carefully:'''
  * Stay at 60-150 ft range (longbow optimal range)
  * Use cover when possible
  * Use Gathered Swarm to move self 5 ft without opportunity attacks
3. '''Use Hunter's Mark Efficiently:'''
  * Lasts 1 hour (concentration)
  * When target dies, move mark to new target (bonus action, no spell slot)
  * Applies to EVERY hit (both attacks per turn)
4. '''Gathered Swarm Decision Tree:'''
  * **Boss fight / Single target:** Damage (+1d6)
  * **Enemy near cliff/fire/hazard:** Push 15 ft
  * **Surrounded or need to reposition:** Move self 5 ft
  * **Enemy approaching ally:** Push 15 ft away
5. '''Maintain Concentration:**
  * Hunter's Mark requires concentration
  * If you cast Web or Faerie Fire, you lose Hunter's Mark
  * Choose wisely: sustained damage vs battlefield control
=== During Combat - Battlefield Controller ===
'''Using Gathered Swarm for Control:'''
1. '''Push Enemies into Hazards:'''
  * Push 15 ft into fire, off cliffs, into pit traps
  * STR save DC 14 - but still worth trying
  * Works great with Web (restrained = auto-fail STR save)
2. '''Protect Allies:'''
  * Push enemies away from squishies
  * Create space for allies to escape
  * Disrupt enemy formations
3. '''Control Your Own Position:'''
  * Move self 5 ft without opportunity attacks
  * Escape grapples and melee range
  * Reposition without using movement
4. '''Combine with Spells:'''
  * **Web + Gathered Swarm:** Restrained enemies auto-fail STR save vs push
  * **Faerie Fire + Attacks:** Advantage on attacks makes hitting easier
  * **Ensnaring Strike:** Restrain single target
=== Boss Fight Tactics ===
'''Fighting a Single Big Enemy:'''
1. '''Turn 1:''' Hunter's Mark (bonus action) + Attack once
  * Mark boss with Hunter's Mark (1 hour concentration, 3/LR free)
  * Attack with Longbow +1
  * Gathered Swarm for +1d6 damage
2. '''Subsequent Turns:'''
  * Attack twice (Extra Attack)
  * Each attack: 1d8+7 + 1d6 (Hunter's Mark) = ~15 damage
  * After hitting: Gathered Swarm +1d6 = ~4 damage
  * **Total per turn: ~34 damage**
3. '''If Boss Has Legendary Resistance:'''
  * Don't waste Web or control spells
  * Focus on damage (Hunter's Mark + Gathered Swarm damage option)
4. '''If Boss Uses Breath Weapon:'''
  * Absorb Elements reaction (resistance to damage)
  * Advantage on DEX saves helps avoid it
  * Fire resistance from Dragon Scale Mail
5. '''If Boss is Flying:'''
  * Longbow range 150/600 ft - you can hit it
  * Use Gathered Swarm to damage (can't push flying target)
  * Consider Writhing Tide for 10 ft flying yourself
=== Multi-Enemy Tactics ===
'''Fighting Multiple Enemies:'''
1. '''Turn 1: Battlefield Control:'''
  * Cast Web (2nd-level slot) to restrain multiple enemies
  * Next turn: Attack restrained enemies with advantage
  * Gathered Swarm to push enemies deeper into Web
2. '''Turn 1: Damage Focus:'''
  * Hunter's Mark on priority target (free cast, 3/LR)
  * Attack twice
  * Gathered Swarm for damage
  * Move mark to new target when first dies
3. '''Use Faerie Fire:'''
  * 20 ft cube, DEX save DC 14
  * Entire party gets advantage vs affected enemies
  * Great when enemies are grouped
4. '''Use Hail of Thorns:'''
  * Bonus action, next hit deals 1d10 to all creatures within 5 ft
  * Good when enemies are clustered
  * Combine with Extra Attack for two chances to trigger
5. '''Push Enemies with Gathered Swarm:'''
  * Push enemies off cliffs
  * Push enemies into environmental hazards
  * Push enemies away from squishies
=== Resource Conservation ===
'''Managing Your Resources:'''
**Hunter's Mark (3 free casts per Long Rest):**
* Use EVERY combat if possible
* When target dies, move mark to new target (no spell slot)
* Lasts 1 hour - can sustain through multiple short encounters
* Only use spell slots for Hunter's Mark on 4th+ combat of the day
**Gathered Swarm (Always Available):**
* Use EVERY turn after you hit
* No resource cost - spam it!
* Choose damage for bosses, push for control, move self for safety
**Writhing Tide (3/Long Rest):**
* Lasts 1 minute (10 rounds) - very efficient
* Use when you need vertical mobility
* Use to avoid ground-based hazards
* Don't hoard it - 3 uses is plenty
**Spell Slots:**
* **1st-level (4 slots):** Absorb Elements (reaction), Ensnaring Strike, Zephyr Strike
* **2nd-level (3 slots):** Web (battlefield control), Healing Spirit (out-of-combat healing)
* **Save slots for emergencies:** You have Hunter's Mark free 3 times - don't burn slots on it
**Limited Uses:**
* Pass without Trace: 1/LR - use for stealth missions
* Longstrider: 1/LR - use before combat/travel
* Speak with Animals: 3 uses - use for information gathering
* Wyrmreaver Charge: 1 remaining - save for emergency melee
=== Special Situations ===
'''If You're in Melee:'''
* Use Gathered Swarm to move self 5 ft (no opportunity attack)
* Switch to shortswords if enemies are adjacent
* Use Writhing Tide to fly 10 ft away
* Cast Zephyr Strike (no opportunity attacks for 1 minute)
'''If Enemy is Fleeing:'''
* Opportunity attack with longbow (triggers Gathered Swarm)
* Cast Ensnaring Strike (restrain on hit)
* Use Gathered Swarm to push them back toward party
'''If Ally is Dying:'''
* Cast Healing Spirit (2nd-level, bonus action)
* Healing Spirit heals 1d6 when creature enters 5 ft cube
* Position it on downed ally
* Out-of-combat, everyone walks through it for full healing
'''If You Need Stealth:'''
* Cast Pass without Trace (+10 Stealth to party, 1/LR)
* Your Stealth +7 becomes +17 with Pass without Trace
* Party becomes nearly invisible
'''If You Need to Track:'''
* Survival +9 (expertise) - you're the best tracker
* Speak with Animals to ask local wildlife
* Use Investigation +5 to find clues


== QUICK REFERENCE ==
== QUICK REFERENCE ==


'''In Combat:'''
=== Combat Priority Checklist ===
# Turn 1: Cast Hunter's Mark (bonus action, free 3/day) on priority target
 
# Make 2 longbow attacks per turn (Extra Attack) at +10 to hit
'''Start of Your Turn:'''
# After hitting, use Gathered Swarm for extra 1d6 damage OR movement control
1. □ Is Hunter's Mark active? If not, cast it (bonus action)
# Use Writhing Tide for flying/hover if you need positioning or escape
2. □ If Hunter's Mark target is dead, move mark to new target (bonus action)
# Save spell slots for healing (Healing Spirit) or utility
3. □ Am I in optimal range? (60-150 ft for longbow)
4. □ Attack TWICE with Extra Attack - don't forget second attack!
5. □ After hitting: Use Gathered Swarm (damage, push enemy, or move self)
 
'''Enemy's Turn:'''
1. □ Did I take elemental damage? Use Absorb Elements? (Reaction, 1st-level spell slot)
2. □ Can I make opportunity attack if enemy moves? (Triggers Gathered Swarm!)
 
'''After Combat:'''
1. □ Is Hunter's Mark still active? (Lasts 1 hour - keep it for next encounter)
2. □ Spell slots remaining?
3. □ Writhing Tide uses remaining?
4. □ Cast Healing Spirit for group healing?
 
=== Key Numbers to Remember ===
 
'''Attack Bonuses:'''
* Longbow +1: +10 to hit (+4 DEX, +3 Prof, +1 magic, +2 Archery)
* Longbow damage: 1d8+7 (+4 DEX, +1 magic, +2 Bracers)
 
'''Damage Per Turn (with Hunter's Mark active):'''
* Attack 1: 1d8+7 + 1d6 (Hunter's Mark) = ~15 damage
* Attack 2: 1d8+7 + 1d6 (Hunter's Mark) = ~15 damage
* Gathered Swarm (after hit): +1d6 = ~4 damage
* **Total: ~34 damage per turn**
 
'''Turn 1 Damage (casting Hunter's Mark):'''
* Bonus action Hunter's Mark + 1 attack: ~19 damage
* (Turn 2+ you attack twice)
 
'''Spell Save DC:''' 14
'''Spell Attack Bonus:''' +6
 
'''Defensive Numbers:'''
* AC: 18 (Dragon Scale Mail + Shield)
* HP: 67
* Speed: 45 ft (walking/climbing/swimming)
 
=== Best Damage Options ===
 
'''Top Damage Combination (Sustained):'''
 
**Turn 1:**
* Bonus Action: Hunter's Mark (free, 3/LR)
* Action: Attack once with Longbow
* After hit: Gathered Swarm (+1d6 damage)
* Total: ~19 damage
 
**Turn 2+:**
* Action: Attack twice with Longbow (Extra Attack)
* Each attack: 1d8+7 + 1d6 (Hunter's Mark) = ~15 damage
* After hit: Gathered Swarm (+1d6) = ~4 damage
* **Total per turn: ~34 damage**
 
'''Over 3 rounds against same target:'''
* Turn 1: 19 damage
* Turn 2: 34 damage
* Turn 3: 34 damage
* **Total: 87 damage in 3 rounds (29 DPR average)**
 
=== Best Control Options ===
 
'''Battlefield Control Priority:'''
 
1. '''Web (2nd-level):'''
  * 20 ft cube, restrain multiple enemies
  * DEX save DC 14 or restrained
  * 1 hour duration
  * Best vs multiple grounded enemies
 
2. '''Faerie Fire (1st-level):'''
  * 20 ft cube, creatures glow
  * Attacks vs them have advantage
  * Great for party-wide buff
 
3. '''Gathered Swarm: Push:'''
  * Move enemy 15 ft horizontally
  * STR save DC 14
  * Push into hazards, off cliffs, away from allies
 
4. '''Ensnaring Strike (1st-level):'''
  * Restrain single target on hit
  * STR save DC 14 to end
  * Good vs single priority target
 
=== Status Conditions & Effects ===
 
'''Conditions You Can Inflict:'''
* '''Restrained (Web):''' Multiple targets, DEX save DC 14
* '''Restrained (Ensnaring Strike):''' Single target, STR save DC 14
* '''Advantage for Allies (Faerie Fire):''' DEX save DC 14
* '''Knocked Prone:''' Not until level 11
* '''Sap (Wyrmreaver):''' Disadvantage on next attack
 
'''Conditions You Resist/Avoid:'''
* '''Fire Resistance:''' Dragon Scale Mail
* '''Poison Resistance:''' Talons of Veylan Rank 2
* '''Advantage on DEX Saves:''' Racial traits
* '''Advantage vs Charm:''' Fey Ancestry
* '''Immune to Magical Sleep:''' Fey Ancestry
* '''Advantage on Initiative (1/LR):''' Talons of Veylan Rank 1
 
=== Remember These Critical Things ===
 
1. '''Hunter's Mark at Start of Combat:''' +1d6 to EVERY attack - huge damage boost
 
2. '''Attack TWICE Per Turn:''' Extra Attack - don't forget second attack!
 
3. '''Gathered Swarm After Every Hit:''' Choose damage (+1d6), push (15 ft), or move self (5 ft)
 
4. '''You Have 3 Free Hunter's Marks:''' Don't use spell slots until 4th+ combat
 
5. '''Move Hunter's Mark When Target Dies:''' Bonus action, no spell slot - keep it active
 
6. '''Hunter's Mark Lasts 1 Hour:''' Can sustain through multiple encounters
 
7. '''Longbow Range is 150/600:''' You can hit from very far away
 
8. '''Attack Bonus is +10:''' You hit very reliably
 
9. '''You Have Incredible Mobility:''' 45 ft walking/climbing/swimming, 10 ft flying
 
10. '''You're the Party Tracker:''' Survival +9 expertise - you're the best
 
=== Common Mistakes to Avoid ===
 
1. '''Forgetting Extra Attack:''' Attack TWICE per turn when you take Attack action!
 
2. '''Not Using Hunter's Mark:''' +1d6 per hit is 60% of your damage boost - use it!
 
3. '''Forgetting Gathered Swarm:''' After EVERY hit, choose damage/push/move - it's free!
 
4. '''Using Spell Slots for Hunter's Mark:''' You have 3 free casts per long rest - use those first!
 
5. '''Not Moving Hunter's Mark:''' When target dies, move mark to new target (bonus action, free)
 
6. '''Forgetting Archery Fighting Style:''' +2 already included in +10 to hit


'''Before Combat:'''
7. '''Forgetting Bracers of Archery:''' +2 damage already included in 1d8+7
# Cast Pass without Trace for stealthy approach (+10 Stealth for party)
# Position at range (longbow has 150/600 ft range)
# Cast Hunter's Mark when combat starts


'''Concentration Spells (can only have ONE active):'''
8. '''Not Using Writhing Tide:''' 3 uses per long rest for 1 minute flying - very efficient
* Ensnaring Strike, Zephyr Strike, Absorb Elements, Detect Poison and Disease, Hunter's Mark, Healing Spirit, Magic Weapon, Pass without Trace, Web


'''Key Numbers to Remember:'''
9. '''Breaking Concentration:''' Hunter's Mark is concentration - don't cast other concentration spells unless needed
* Longbow Attack: '''+10 to hit''' (+4 DEX +3 Prof +1 magic +2 Archery)
* Longbow Damage: '''1d8+7''' (+4 DEX +1 magic +2 Bracers)
* Hunter's Mark: Extra '''1d6''' per hit
* Gathered Swarm: Extra '''1d6 piercing''' OR move target 15 ft OR move self 5 ft
* AC: '''18'''
* Speed: '''45 ft''' (walking/climbing/swimming)
* Spell Save DC: '''14'''


'''Resistances:'''
10. '''Standing Still:''' You have 45 ft speed - use it! Reposition, use cover, stay mobile
* Fire Resistance, Poison Resistance
* Advantage vs Charmed
* Advantage vs Poisoned
* Immunity to Magical Sleep


'''Special Note:''' Keyleth is a highly mobile ranged damage dealer. Use Hunter's Mark + Extra Attack + Gathered Swarm for consistent damage. Writhing Tide provides flying when needed. Pass without Trace makes the entire party stealthy.
[[Category:Player Characters]] [[Category:Player Guides]]

Revision as of 22:57, 23 January 2026

Keyleth Siannodel - Player Guide

Keyleth is a Level 7 Elf Ranger (Swarmkeeper) with the Guide background. Keyleth is a member of the Emerald Enclave and follows the Talons of Veylan.

Overview

Role in the Party: Ranged Damage Dealer, Mobile Striker, Battlefield Controller

Core Strengths:

  • Highest consistent ranged damage (Hunter's Mark + Extra Attack + Gathered Swarm)
  • Incredible mobility (45 ft speed walking/climbing/swimming, 10 ft flying)
  • Battlefield control via Gathered Swarm (move enemies or self)
  • Best survivalist and tracker (Survival +9 expertise)
  • Excellent stealth capabilities (Stealth +7)
  • Strong elemental resistance (fire and poison)

Core Stats:

  • AC: 18 (Dragon Scale Mail + Shield)
  • HP: 67 (Max) - Above average
  • Speed: 45 ft (walking/climbing/swimming), 10 ft flying (with Writhing Tide)
  • Initiative: +4 (+Advantage 1/LR from Talons of Veylan)
  • Proficiency Bonus: +3

Ability Scores:

  • STR 16 (+3) | DEX 18 (+4) | CON 16 (+3)
  • INT 15 (+2) | WIS 17 (+3) | CHA 8 (-1)

Saving Throws:

  • Strength: +6
  • Dexterity: +7 (Advantage vs charm, Advantage vs poison)
  • Constitution: +3
  • Intelligence: +2
  • Wisdom: +6
  • Charisma: -1

Spell Save DC: 14 | Spell Attack Bonus: +6

COMBAT - What Can I Do On My Turn?

Weapon Attacks

Weapon Attack Bonus Avg Damage (No Hunter's Mark) Avg Damage (With Hunter's Mark) Damage Roll Damage Type Range Properties
Longbow, +1 +10 12 15 1d8+7 piercing (+1d6 Hunter's Mark) Piercing 150/600 ft Ammunition, Heavy, Two-Handed, Slow
Shortsword, +1 +8 9 12 1d6+5 piercing (+1d6 Hunter's Mark) Piercing Melee Finesse, Light, Vex
Wyrmreaver (Longsword) +7 8 + 4 11 + 4 1d8+4 slashing + 1d6 radiant (+1d6 Hunter's Mark) Slashing/Radiant Melee Versatile, Sap (1 charge, +3d6 radiant)

Attack Bonus Breakdown (Longbow):

  • +4 DEX modifier
  • +3 Proficiency bonus
  • +1 Magic weapon bonus
  • +2 Archery Fighting Style bonus
  • = +10 total

Damage Bonus Breakdown (Longbow):

  • +4 DEX modifier
  • +1 Magic weapon bonus
  • +2 Bracers of Archery
  • = +7 total

Hunter's Mark (Your Sustained Damage Engine)

Hunter's Mark: Always prepared, can cast 3 times per Long Rest WITHOUT spending a spell slot

Feature Effect Resource Cost Duration When to Use
Hunter's Mark (Free) Mark creature, deal +1d6 damage per hit 3/Long Rest (no spell slot) 1 hour (concentration) Start of combat on priority target
Hunter's Mark (Spell Slot) Same effect, but uses spell slot 1st-level spell slot 1 hour (concentration) Extended adventuring day (4th+ combat)
Move Hunter's Mark Move mark to new target as bonus action No additional cost - When marked target dies

Expected Damage with Hunter's Mark Active:

  • Turn 1: Bonus action Hunter's Mark + 1 attack = 1d8+7 + 1d6 + 1d6 (Gathered Swarm) = ~19 damage
  • Subsequent turns: 2 attacks = (1d8+7 + 1d6) × 2 + 1d6 (Gathered Swarm) = ~34 damage per turn

Gathered Swarm (YOUR SIGNATURE ABILITY)

Gathered Swarm: Once per turn, after you hit with an attack, choose ONE of the following:

Option Effect Save DC When to Use
Damage Deal extra 1d6 piercing damage None Maximum damage (boss fights)
Push/Pull Enemy Move target up to 15 ft horizontally STR save DC 14 Battlefield control, environmental hazards
Move Self Move yourself 5 ft horizontally None Reposition without provoking opportunity attacks

Tactical Notes:

  • Triggers AFTER you hit, so you know the attack landed
  • Once per turn, but triggers on ANY attack (including opportunity attacks)
  • Can't knock prone until level 11
  • Movement is horizontal only (can't lift or drop creatures)

Offensive Abilities

Ability Effect Resource Cost When to Use
Hunter's Mark +1d6 damage per hit for 1 hour 3/Long Rest (free) Every combat
Extra Attack Attack twice when you take Attack action Always active Every turn - don't forget!
Gathered Swarm: Damage +1d6 piercing damage once per turn Always available Boss fights, high HP enemies
Archery Fighting Style +2 to ranged attack rolls Always active Already included in +10 to hit
Bracers of Archery +2 to ranged damage rolls Always active Already included in damage
Wyrmreaver Charge +3d6 radiant damage with longsword 1 charge (1 remaining) Emergency melee damage

Offensive Spells (By Category)

Damage Spells:

Spell Level Casting Time Target/Range Damage/Effect Save/Attack Concentration When to Use
Thorn Whip Cantrip 1 Action 30 ft 2d6 piercing, pull 10 ft Attack +6 No Pull enemy into hazard
Hail of Thorns 1st 1 Bonus Action Self → 5 ft around target Hit + 1d10 piercing to nearby DEX 14 No AOE damage when enemies grouped
Ensnaring Strike 1st 1 Bonus Action Self → next attack Hit + restrain target STR 14 Yes (1 min) Lock down enemy
Zephyr Strike 1st 1 Bonus Action Self Advantage on attack, +1d8 damage, no opportunity attacks None Yes (1 min) Mobility + damage boost
Absorb Elements 1st 1 Reaction Self Resistance to element, +1d6 damage next hit None 1 round React to elemental damage

Control/Debuff Spells:

Spell Level Casting Time Target/Range Effect Save Concentration When to Use
Faerie Fire 1st (Always Prepared) 1 Action 60 ft / 20 ft cube Creatures glow, attacks vs them have advantage DEX 14 Yes (1 min) Make party attacks easier
Ensnaring Strike 1st 1 Bonus Action Next attack Restrain target STR 14 Yes (1 min) Lock down melee threat
Web 2nd (Always Prepared) 1 Action 60 ft / 20 ft cube Restrain creatures in area DEX 14 Yes (1 hour) Control multiple enemies

Support/Healing Spells:

Spell Level Casting Time Target Effect When to Use
Healing Spirit 2nd 1 Bonus Action 60 ft / 5 ft cube Creatures entering heal 1d6 Out-of-combat group healing
Magic Weapon 2nd 1 Bonus Action Touch +1 to attack and damage for 1 hour Buff ally's weapon

Utility Spells:

Spell Level Casting Time Effect Duration When to Use
Longstrider 1st (1/LR) 1 Action +10 ft speed 1 hour Pre-combat buff (already have 45 ft)
Pass without Trace 2nd (1/LR) 1 Action +10 Stealth to party (30 ft emanation) 1 hour Stealth missions
Speak with Animals 1st (3 uses) 1 Action Talk to beasts 10 minutes Information gathering
Detect Poison and Disease 1st (1/LR) 1 Action Detect toxins in 30 ft 10 minutes Dungeon exploration
Find Traps 2nd 1 Action Locate traps in 120 ft Instant Before opening doors

Cantrips:

Cantrip Effect When to Use
Mage Hand Spectral hand for manipulation Trigger traps, retrieve objects
Druidcraft Minor druid effects Weather prediction, ignite/snuff flames
Mold Earth Shape 5 ft cube of earth Create cover, dig holes

Defensive Abilities

Ability Effect Resource Cost When to Use
Gathered Swarm: Move Self Move 5 ft without provoking opportunity attacks Always available (1/turn) Escape melee, reposition
Writhing Tide Gain 10 ft flying speed and hover for 1 minute 3/Long Rest Reach high places, avoid ground hazards
Dragon Scale Mail AC 18, fire resistance Always active Always on
Talon Initiate (Rank 2) Resistance to one dragon element Long Rest to change Choose based on expected threats
Absorb Elements Reaction for resistance to element damage 1st-level spell slot React to breath weapons, spells
Web Restrain multiple enemies 2nd-level spell slot Control battlefield
Advantage on DEX Saves Fey Ancestry + Elf traits Always active Fireballs, traps, breath weapons

Bonus Actions

Ability Effect Resource Cost Notes
Hunter's Mark Mark creature for +1d6 damage per hit 3/Long Rest (free) or 1st spell slot Cast at start of combat
Move Hunter's Mark Move mark to new creature None (if already active) When marked target dies
Writhing Tide Gain 10 ft flying speed and hover for 1 minute 3/Long Rest Vertical mobility
Hail of Thorns Next attack deals AOE damage 1st-level spell slot When enemies grouped
Ensnaring Strike Next attack restrains target 1st-level spell slot Lock down priority target
Zephyr Strike Advantage on attack, +1d8 damage, no opportunity attacks 1st-level spell slot Mobility + damage
Healing Spirit Create healing zone 2nd-level spell slot Out-of-combat healing
Magic Weapon Grant +1 to attack/damage 2nd-level spell slot Buff ally's weapon

Reactions

Reaction Trigger Effect Resource Cost Range Notes
Opportunity Attack Enemy leaves reach without Disengaging Make ranged or melee attack None 5 ft Can trigger Gathered Swarm
Absorb Elements You take acid, cold, fire, lightning, or thunder damage Resistance to that damage type, +1d6 on next melee hit 1st-level spell slot Self Great vs breath weapons

Passive Abilities (Always On)

Ability Effect Notes
Extra Attack Attack twice when you take Attack action Remember your second attack!
Archery Fighting Style +2 to ranged attack rolls Included in +10 to hit
Bracers of Archery +2 to ranged attack and damage with bows Included in stats
Deft Explorer: Roving +10 ft speed, climb and swim speeds equal walking speed 45 ft walking/climbing/swimming
Deft Explorer: Expertise Expertise in Survival +9 to Survival
Darkvision See in darkness up to 60 ft Elf racial
Fey Ancestry Advantage vs charm, immune to magical sleep Elf racial
Keen Senses Proficiency in Perception Elf racial
Trance 4 hours meditation instead of 8 hours sleep Elf racial
Fire Resistance Dragon Scale Mail Always active
Poison Resistance Talons of Veylan Rank 2 Always active
Advantage on Initiative (1/LR) Talons of Veylan Rank 1 Announce before rolling

SOCIAL SITUATIONS

Skill Bonuses

Skill Bonus Notes
Survival (WIS) +9 Expertise - best tracker, forager, navigator
Stealth (DEX) +7 Sneaking, hiding
Athletics (STR) +6 Climb, swim, grapple (climb/swim at 45 ft!)
Animal Handling (WIS) +6 Calm animals, control mounts
Insight (WIS) +6 Read intentions, detect lies
Perception (WIS) +6 Spot hidden things, notice details
Investigation (INT) +5 Find clues, analyze evidence
Arcana (INT) +2 Magic knowledge
History (INT) +2 Historical knowledge
Medicine (WIS) +3 Treat wounds, diagnose illness

Passive Scores

  • Passive Perception: 16 (excellent)
  • Passive Insight: 16 (excellent)
  • Passive Investigation: 15 (good)

Senses

  • Darkvision: 60 ft

Social Features

  • Speak with Animals: Communicate with beasts (3/day)
  • Trance: Elven meditation (4 hours instead of 8 hours sleep)
  • Guide Background: Navigation and wilderness expertise
  • Emerald Enclave Member: Authority on nature matters
  • Talons of Veylan: Dragonslayer reputation

Languages

  • Common, Elvish, Abyssal, Draconic, Dwarvish

EXPLORATION

Movement & Senses

  • Walking Speed: 45 ft (35 ft base + 10 ft Roving)
  • Climbing Speed: 45 ft
  • Swimming Speed: 45 ft
  • Flying Speed: 10 ft (when using Writhing Tide)
  • Darkvision: 60 ft

Useful Exploration Abilities

  • Survival +9 (Expertise): Best tracker, forager, and navigator in party
  • Pass without Trace: +10 Stealth to entire party (30 ft emanation, 1 hour, 1/LR)
  • Speak with Animals: Gather information from beasts (3 uses)
  • Detect Poison and Disease: Identify hazards (1/LR)
  • Find Traps: Locate traps before triggering them
  • Longstrider: +10 ft speed boost (55 ft total, 1/LR)
  • Trance: Only need 4 hours rest instead of 8
  • Climbing/Swimming: 45 ft speed for both - exceptional mobility
  • Writhing Tide: 10 ft flying for 1 minute (3/LR)

Tools

  • Cartographer's Tools: Create accurate maps

RESOURCE MANAGEMENT

Resource Total Recharges Current Status
Hit Dice (d10) 7 Long Rest Track usage
Hunter's Mark (Free) 3 uses Long Rest Cast without spell slot
Gathered Swarm Once per turn Always available Choose damage, push, or move self
Extra Attack Always active - Attack twice per turn
Writhing Tide 3 uses Long Rest Flying 10 ft for 1 minute
Spell Slots (1st-level) 4 Long Rest Ensnaring Strike, Zephyr Strike, etc.
Spell Slots (2nd-level) 3 Long Rest Healing Spirit, Web, etc.
Longstrider (Elven Lineage) 1 use Long Rest +10 ft speed
Pass without Trace (Elven Lineage) 1 use Long Rest +10 Stealth to party
Speak with Animals 3 uses Unknown Talk to beasts
Detect Poison and Disease 1 use Long Rest Identify toxins
Talons of Veylan: Advantage on Initiative 1 use Long Rest Declare before rolling
Wyrmreaver Charges 1 charge remaining Unknown +3d6 radiant damage
Dragon Scale Mail Always active - AC 18, fire resistance
Bracers of Archery Always active - +2 attack and damage with bows

COMMON TACTICS

Opening Combat (Turn 1)

Standard Opening Sequence: 1. Bonus Action: Cast Hunter's Mark (free, 3/LR) on priority target 2. Movement: Position at optimal range (60-150 ft for longbow) 3. Action: Attack ONCE with Longbow +1 (save Extra Attack for turn 2+) 4. After Hit: Use Gathered Swarm for +1d6 damage 5. Damage Turn 1: 1d8+7 + 1d6 (Hunter's Mark) + 1d6 (Gathered Swarm) = ~19 damage

Why Only One Attack Turn 1?

  • Hunter's Mark takes your bonus action
  • You don't have Extra Attack as a bonus action
  • Turn 2+ you attack twice per turn

Alternative Opening (Control): 1. Action: Cast Faerie Fire (all attacks vs targets have advantage) 2. Turn 2: Bonus action Hunter's Mark + attack twice with advantage 3. Use When: Party needs advantage, multiple enemies

During Combat - Ranged Damage Dealer

Your Job: Consistent Damage from Range

1. Attack Twice Per Turn (Extra Attack):

  * Attack 1: 1d8+7 + 1d6 (Hunter's Mark) = ~15 damage
  * Attack 2: 1d8+7 + 1d6 (Hunter's Mark) = ~15 damage
  * After hitting: Gathered Swarm +1d6 = ~4 damage
  * **Total: ~34 damage per turn**

2. Position Carefully:

  * Stay at 60-150 ft range (longbow optimal range)
  * Use cover when possible
  * Use Gathered Swarm to move self 5 ft without opportunity attacks

3. Use Hunter's Mark Efficiently:

  * Lasts 1 hour (concentration)
  * When target dies, move mark to new target (bonus action, no spell slot)
  * Applies to EVERY hit (both attacks per turn)

4. Gathered Swarm Decision Tree:

  * **Boss fight / Single target:** Damage (+1d6)
  * **Enemy near cliff/fire/hazard:** Push 15 ft
  * **Surrounded or need to reposition:** Move self 5 ft
  * **Enemy approaching ally:** Push 15 ft away

5. Maintain Concentration:**

  * Hunter's Mark requires concentration
  * If you cast Web or Faerie Fire, you lose Hunter's Mark
  * Choose wisely: sustained damage vs battlefield control

During Combat - Battlefield Controller

Using Gathered Swarm for Control:

1. Push Enemies into Hazards:

  * Push 15 ft into fire, off cliffs, into pit traps
  * STR save DC 14 - but still worth trying
  * Works great with Web (restrained = auto-fail STR save)

2. Protect Allies:

  * Push enemies away from squishies
  * Create space for allies to escape
  * Disrupt enemy formations

3. Control Your Own Position:

  * Move self 5 ft without opportunity attacks
  * Escape grapples and melee range
  * Reposition without using movement

4. Combine with Spells:

  * **Web + Gathered Swarm:** Restrained enemies auto-fail STR save vs push
  * **Faerie Fire + Attacks:** Advantage on attacks makes hitting easier
  * **Ensnaring Strike:** Restrain single target

Boss Fight Tactics

Fighting a Single Big Enemy:

1. Turn 1: Hunter's Mark (bonus action) + Attack once

  * Mark boss with Hunter's Mark (1 hour concentration, 3/LR free)
  * Attack with Longbow +1
  * Gathered Swarm for +1d6 damage

2. Subsequent Turns:

  * Attack twice (Extra Attack)
  * Each attack: 1d8+7 + 1d6 (Hunter's Mark) = ~15 damage
  * After hitting: Gathered Swarm +1d6 = ~4 damage
  * **Total per turn: ~34 damage**

3. If Boss Has Legendary Resistance:

  * Don't waste Web or control spells
  * Focus on damage (Hunter's Mark + Gathered Swarm damage option)

4. If Boss Uses Breath Weapon:

  * Absorb Elements reaction (resistance to damage)
  * Advantage on DEX saves helps avoid it
  * Fire resistance from Dragon Scale Mail

5. If Boss is Flying:

  * Longbow range 150/600 ft - you can hit it
  * Use Gathered Swarm to damage (can't push flying target)
  * Consider Writhing Tide for 10 ft flying yourself

Multi-Enemy Tactics

Fighting Multiple Enemies:

1. Turn 1: Battlefield Control:

  * Cast Web (2nd-level slot) to restrain multiple enemies
  * Next turn: Attack restrained enemies with advantage
  * Gathered Swarm to push enemies deeper into Web

2. Turn 1: Damage Focus:

  * Hunter's Mark on priority target (free cast, 3/LR)
  * Attack twice
  * Gathered Swarm for damage
  * Move mark to new target when first dies

3. Use Faerie Fire:

  * 20 ft cube, DEX save DC 14
  * Entire party gets advantage vs affected enemies
  * Great when enemies are grouped

4. Use Hail of Thorns:

  * Bonus action, next hit deals 1d10 to all creatures within 5 ft
  * Good when enemies are clustered
  * Combine with Extra Attack for two chances to trigger

5. Push Enemies with Gathered Swarm:

  * Push enemies off cliffs
  * Push enemies into environmental hazards
  * Push enemies away from squishies

Resource Conservation

Managing Your Resources:

    • Hunter's Mark (3 free casts per Long Rest):**
  • Use EVERY combat if possible
  • When target dies, move mark to new target (no spell slot)
  • Lasts 1 hour - can sustain through multiple short encounters
  • Only use spell slots for Hunter's Mark on 4th+ combat of the day
    • Gathered Swarm (Always Available):**
  • Use EVERY turn after you hit
  • No resource cost - spam it!
  • Choose damage for bosses, push for control, move self for safety
    • Writhing Tide (3/Long Rest):**
  • Lasts 1 minute (10 rounds) - very efficient
  • Use when you need vertical mobility
  • Use to avoid ground-based hazards
  • Don't hoard it - 3 uses is plenty
    • Spell Slots:**
  • **1st-level (4 slots):** Absorb Elements (reaction), Ensnaring Strike, Zephyr Strike
  • **2nd-level (3 slots):** Web (battlefield control), Healing Spirit (out-of-combat healing)
  • **Save slots for emergencies:** You have Hunter's Mark free 3 times - don't burn slots on it
    • Limited Uses:**
  • Pass without Trace: 1/LR - use for stealth missions
  • Longstrider: 1/LR - use before combat/travel
  • Speak with Animals: 3 uses - use for information gathering
  • Wyrmreaver Charge: 1 remaining - save for emergency melee

Special Situations

If You're in Melee:

  • Use Gathered Swarm to move self 5 ft (no opportunity attack)
  • Switch to shortswords if enemies are adjacent
  • Use Writhing Tide to fly 10 ft away
  • Cast Zephyr Strike (no opportunity attacks for 1 minute)

If Enemy is Fleeing:

  • Opportunity attack with longbow (triggers Gathered Swarm)
  • Cast Ensnaring Strike (restrain on hit)
  • Use Gathered Swarm to push them back toward party

If Ally is Dying:

  • Cast Healing Spirit (2nd-level, bonus action)
  • Healing Spirit heals 1d6 when creature enters 5 ft cube
  • Position it on downed ally
  • Out-of-combat, everyone walks through it for full healing

If You Need Stealth:

  • Cast Pass without Trace (+10 Stealth to party, 1/LR)
  • Your Stealth +7 becomes +17 with Pass without Trace
  • Party becomes nearly invisible

If You Need to Track:

  • Survival +9 (expertise) - you're the best tracker
  • Speak with Animals to ask local wildlife
  • Use Investigation +5 to find clues

QUICK REFERENCE

Combat Priority Checklist

Start of Your Turn: 1. □ Is Hunter's Mark active? If not, cast it (bonus action) 2. □ If Hunter's Mark target is dead, move mark to new target (bonus action) 3. □ Am I in optimal range? (60-150 ft for longbow) 4. □ Attack TWICE with Extra Attack - don't forget second attack! 5. □ After hitting: Use Gathered Swarm (damage, push enemy, or move self)

Enemy's Turn: 1. □ Did I take elemental damage? Use Absorb Elements? (Reaction, 1st-level spell slot) 2. □ Can I make opportunity attack if enemy moves? (Triggers Gathered Swarm!)

After Combat: 1. □ Is Hunter's Mark still active? (Lasts 1 hour - keep it for next encounter) 2. □ Spell slots remaining? 3. □ Writhing Tide uses remaining? 4. □ Cast Healing Spirit for group healing?

Key Numbers to Remember

Attack Bonuses:

  • Longbow +1: +10 to hit (+4 DEX, +3 Prof, +1 magic, +2 Archery)
  • Longbow damage: 1d8+7 (+4 DEX, +1 magic, +2 Bracers)

Damage Per Turn (with Hunter's Mark active):

  • Attack 1: 1d8+7 + 1d6 (Hunter's Mark) = ~15 damage
  • Attack 2: 1d8+7 + 1d6 (Hunter's Mark) = ~15 damage
  • Gathered Swarm (after hit): +1d6 = ~4 damage
  • **Total: ~34 damage per turn**

Turn 1 Damage (casting Hunter's Mark):

  • Bonus action Hunter's Mark + 1 attack: ~19 damage
  • (Turn 2+ you attack twice)

Spell Save DC: 14 Spell Attack Bonus: +6

Defensive Numbers:

  • AC: 18 (Dragon Scale Mail + Shield)
  • HP: 67
  • Speed: 45 ft (walking/climbing/swimming)

Best Damage Options

Top Damage Combination (Sustained):

    • Turn 1:**
  • Bonus Action: Hunter's Mark (free, 3/LR)
  • Action: Attack once with Longbow
  • After hit: Gathered Swarm (+1d6 damage)
  • Total: ~19 damage
    • Turn 2+:**
  • Action: Attack twice with Longbow (Extra Attack)
  • Each attack: 1d8+7 + 1d6 (Hunter's Mark) = ~15 damage
  • After hit: Gathered Swarm (+1d6) = ~4 damage
  • **Total per turn: ~34 damage**

Over 3 rounds against same target:

  • Turn 1: 19 damage
  • Turn 2: 34 damage
  • Turn 3: 34 damage
  • **Total: 87 damage in 3 rounds (29 DPR average)**

Best Control Options

Battlefield Control Priority:

1. Web (2nd-level):

  * 20 ft cube, restrain multiple enemies
  * DEX save DC 14 or restrained
  * 1 hour duration
  * Best vs multiple grounded enemies

2. Faerie Fire (1st-level):

  * 20 ft cube, creatures glow
  * Attacks vs them have advantage
  * Great for party-wide buff

3. Gathered Swarm: Push:

  * Move enemy 15 ft horizontally
  * STR save DC 14
  * Push into hazards, off cliffs, away from allies

4. Ensnaring Strike (1st-level):

  * Restrain single target on hit
  * STR save DC 14 to end
  * Good vs single priority target

Status Conditions & Effects

Conditions You Can Inflict:

  • Restrained (Web): Multiple targets, DEX save DC 14
  • Restrained (Ensnaring Strike): Single target, STR save DC 14
  • Advantage for Allies (Faerie Fire): DEX save DC 14
  • Knocked Prone: Not until level 11
  • Sap (Wyrmreaver): Disadvantage on next attack

Conditions You Resist/Avoid:

  • Fire Resistance: Dragon Scale Mail
  • Poison Resistance: Talons of Veylan Rank 2
  • Advantage on DEX Saves: Racial traits
  • Advantage vs Charm: Fey Ancestry
  • Immune to Magical Sleep: Fey Ancestry
  • Advantage on Initiative (1/LR): Talons of Veylan Rank 1

Remember These Critical Things

1. Hunter's Mark at Start of Combat: +1d6 to EVERY attack - huge damage boost

2. Attack TWICE Per Turn: Extra Attack - don't forget second attack!

3. Gathered Swarm After Every Hit: Choose damage (+1d6), push (15 ft), or move self (5 ft)

4. You Have 3 Free Hunter's Marks: Don't use spell slots until 4th+ combat

5. Move Hunter's Mark When Target Dies: Bonus action, no spell slot - keep it active

6. Hunter's Mark Lasts 1 Hour: Can sustain through multiple encounters

7. Longbow Range is 150/600: You can hit from very far away

8. Attack Bonus is +10: You hit very reliably

9. You Have Incredible Mobility: 45 ft walking/climbing/swimming, 10 ft flying

10. You're the Party Tracker: Survival +9 expertise - you're the best

Common Mistakes to Avoid

1. Forgetting Extra Attack: Attack TWICE per turn when you take Attack action!

2. Not Using Hunter's Mark: +1d6 per hit is 60% of your damage boost - use it!

3. Forgetting Gathered Swarm: After EVERY hit, choose damage/push/move - it's free!

4. Using Spell Slots for Hunter's Mark: You have 3 free casts per long rest - use those first!

5. Not Moving Hunter's Mark: When target dies, move mark to new target (bonus action, free)

6. Forgetting Archery Fighting Style: +2 already included in +10 to hit

7. Forgetting Bracers of Archery: +2 damage already included in 1d8+7

8. Not Using Writhing Tide: 3 uses per long rest for 1 minute flying - very efficient

9. Breaking Concentration: Hunter's Mark is concentration - don't cast other concentration spells unless needed

10. Standing Still: You have 45 ft speed - use it! Reposition, use cover, stay mobile